Dungeon Death by Dark Tree

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Map Description

This single-player minmod is my first attempt at a HL1SP. There are a bunch of secrets....soo...whoppde frickn do.

There are a lot of gameplay bugs in this but oh well. If I ever polish this up for HL2 (unlikely) or HL:S (even more unlikely since I don't have it) then those would be fixed. If you get stuck, PM me and I will show you what to do, you idiot.

Funny looking back at a map you made some time ago and realizing how many things could be improved.

Screenshots are outdated...soo...to see actual in game screenshots then play it.

Also....the game plays better in WON...well..not really...but I took a lot of time to make menus and such for WON that don't show up in Steam, as the menus arent the same. Game runs fine in WON and Steam. Enjoy

Discussion

Posted by Biological Component on Sat Apr 8th 2006 at 3:13pm

Structure: -------------4/10
texturing/lighting: ----7/10
effects: ----------------8/10
overall gameplay: ----5/10
Posted by wil5on on Sun Jul 24th 2005 at 2:03am

Good, despite some of the puzzles being needlessly hard. I think the jumping puzzles need to be tweaked a bit, and some things should be made a bit more obvious... other than that, nice. The brushwork in the church is pretty good.
Posted by Forceflow on Wed Jan 5th 2005 at 4:23pm

I really like the idea, and some pieces of the map look really good, but others ... texture and lighting-wise something's wrong.
Posted by Dark Tree on Sat Jan 1st 2005 at 8:30pm
[Author]

Hello folks.....Dungeon Death SP mod is now complete......complete enough......give it a look see....it is for HL1 but I spent quite some time to make it look decent and fun to play with some difficult challenges....I may make a sequel to it for HL2 if people like it......but please do comment and rate the map if you like/hate it...all critiques still welcome!

Thanks for all the help you guys gave me for this map!!! :smile:

peace
Posted by Captain P on Sun Nov 14th 2004 at 10:10pm

I've played through this untill the 3rd valve now and although it has improved, it's still very... strange...

Some of the puzzles are now more obvious and logical, but some are
still pretty annoying. I like how you changed the first puzzle, getting
the sword, as it's now more logical and intuitive, though still it has
it's flaws that make it so unbelievable. The stairs were leading to...
nowhere... ok, they got you inside that tube, but that's probably not
what they would be built for in real life. Some things aren't logically
correct in your map, wich hinders your level's believability. Also the
fact that I could see the roof trough the sky from that part made the
level itself look less believable.

At the second valve, there was a block sliding towards you, right? It
moved trough two torch holders... a little thing you should mind next
time. At that puzzle, I wasn't all too pleased... after getting over
those stones, having died multiple times, I found out I could as well
have stayed behind since the only thing i had to do was shooting the
button. I didn't found a way over that block too, so I had to noclip...
making puzzles hard is ok, but making them nearly impossible is another.

The third valve is my least favorite, as I really see no reason why to
release a whole pack of enemies behind my back when I'm already falling
into the lava. I still haven't exactly figured out how you planned the
player to get trough that part, as I needed to get to that button but
the floor fell down, and trying to get there while standing on those
rotating platforms seems pretty much impossible too.

Make sure your traps and puzzles are possible to seize, otherwise you won't entertain the player.

The architecture is at most spots still unlogic, not really
representing a realistic environment. Those hollow tubes for example
were meant to be pillars, but the way you represented them totally
defeated their function, as they easily crumbled by your push. Why
hadn't the building collapsed yet then?

I'd really want to advise you to look at reference picture before
starting on a map. They can really help you create a believable world.
You can fix some things in this map-pack, but to get it good would mean
a total redesign and recreation.

I think this article could be helpfull:

Common sense - Dave Johnston

EDIT: I may sound very harsh but I'm mostly stressing the negative
parts of your map. Try not to see it as a discouragement... :smile:
Posted by Dark Tree on Sat Nov 13th 2004 at 9:39pm
[Author]

Download for this map now available!........again...it is slightly better.....most of the changes have to do with the Church and beginning dungeon areas....I havent started working with dungeon 2 yet....actually....a little....but nothing totally noticable yet...but the beginning of the game areas should be noticeably better.

Still need to work on blockiness design...this update is mainly a detail update....check it out!

EDIT:

Shoot...I forgot to post the link to my zip.....but now I did...sorry!
Posted by RacerX on Fri Nov 12th 2004 at 12:00am

You the man! :biggrin:
Posted by Tracer Bullet on Thu Nov 11th 2004 at 6:47pm

I had some issues with the page as well, but the old version of the site still seems to be working.

http://www.planethalflife.com/wadfather/index-old.htm
Posted by RacerX on Thu Nov 11th 2004 at 6:31pm

Tracer Bullet said:
That took me about an hour to put together, including finding the textures on wadfather etc.
Sorry about going off topic, but I haven't been able to get on Wadfather for over a month. Did it move somewhere else, because I either get a "can't find page" error, or when the Wadfather homepage does show up, I cant get past it. I really need some textures. :eek:
Posted by Tracer Bullet on Thu Nov 11th 2004 at 5:24pm

ReNo said:
Just thought I'd chirp in with my input on the HL1/HL2 topic. Personally I'd say build it from scratch in HL2. You've been given valuable feedback here from Tracer, and if you take it on board from the start of a new level I think it will turn out much better than this one, even if you went back and added detail to the whole map. As TB said, the physics system will give you huge potential for traps, and with the high res textures and shader effects, even quite simple brushwork can look nice if kept clean and lighting is done effectively.

So yeah, I reckon you should chalk this one down to experience, and take some of the ideas on to a new map for HL2.
:imwithstupid: What he said. The only problem you might run into with HL2 is the probable lack of good textures right from the get go. (common Cass\Dr.B\Kornflakes!)